pandemonium_engine_minimal/scene/resources/material/shader_material.h

51 lines
1.3 KiB
C++

#ifndef SHADER_MATERIAL_H
#define SHADER_MATERIAL_H
/* material.h */
#include "core/object/resource.h"
#include "core/containers/self_list.h"
#include "scene/resources/material/material.h"
#include "scene/resources/shader.h"
#include "servers/rendering_server.h"
class Texture;
class ShaderMaterial : public Material {
GDCLASS(ShaderMaterial, Material);
Ref<Shader> shader;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
bool property_can_revert(const String &p_name);
Variant property_get_revert(const String &p_name);
static void _bind_methods();
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options, const String &quote_style) const;
virtual bool _can_do_next_pass() const;
void _shader_changed();
public:
void set_shader(const Ref<Shader> &p_shader);
Ref<Shader> get_shader() const;
void set_shader_param(const StringName &p_param, const Variant &p_value);
Variant get_shader_param(const StringName &p_param) const;
virtual Shader::Mode get_shader_mode() const;
ShaderMaterial();
~ShaderMaterial();
};
#endif